jazzmaster9 Posted June 15, 2017 Testing out the fireball shooters. 0 Quote Share this post Link to post
Lila Feuer Posted June 15, 2017 @jazzmaster9 Looks a lot like Spear - End of Destiny. Is this a remake or something in GZDoom? 0 Quote Share this post Link to post
jazzmaster9 Posted June 15, 2017 16 minutes ago, cyan0s1s said: @jazzmaster9 Looks a lot like Spear - End of Destiny. Is this a remake or something in GZDoom? It is Heavily inspired by Spear - End of Destiny but it will have original maps and some new enemies. 0 Quote Share this post Link to post
scifista42 Posted June 15, 2017 5 hours ago, Albertoni said: Invisible Tower of Doom to act as archvile shield for a level's final battle. :) I like the idea. Your room is OK except for the bright parts of the ceiling standing out, I suggest raising the ceiling while leaving the walls untextured to hide it. 0 Quote Share this post Link to post
Albertoni Posted June 17, 2017 On 15/06/2017 at 6:45 AM, scifista42 said: I like the idea. Your room is OK except for the bright parts of the ceiling standing out, I suggest raising the ceiling while leaving the walls untextured to hide it. Thanks! The walls were completely WIP though I might use your idea of a black ceiling. Here's more or less how it will look at the end (again, rough WIP), though it's missing arachnotrons and mancubi: 0 Quote Share this post Link to post
jazzmaster9 Posted June 17, 2017 Just finished the first map, now working on indoor maps. Dinning Area. 1 Quote Share this post Link to post
Lila Feuer Posted June 17, 2017 Is there going to be dark shaded tiles to add depth to the scene like in original Wolf3D or is fake contrast on GZDoom going to take care of that? The lighting looks really flat when all walls are rendered full bright. 0 Quote Share this post Link to post
Jayextee Posted June 17, 2017 Manually dark-shaded tiles are the shit. I'm employing them in GULFENSTEIN 3D to keep to the NES palette as much as possible. 0 Quote Share this post Link to post
jazzmaster9 Posted June 17, 2017 1 hour ago, cyan0s1s said: Is there going to be dark shaded tiles to add depth to the scene like in original Wolf3D or is fake contrast on GZDoom going to take care of that? The lighting looks really flat when all walls are rendered full bright. I havent really though of that yet. If time permits, ill probably try to add the dark shaded walls. But to be honest I never noticed the wall shading when playing the original Wolf3d/SOD. 0 Quote Share this post Link to post
Jayextee Posted June 17, 2017 2 minutes ago, jazzmaster9 said: But to be honest I never noticed the wall shading when playing the original Wolf3d/SOD. It's clear as day, fam. 1 Quote Share this post Link to post
jazzmaster9 Posted June 17, 2017 57 minutes ago, Jayextee said: It's clear as day, fam. Maybe GZDoom's fake contrast can help me there because this gonna take a lot of work doing this manually. 0 Quote Share this post Link to post
Dragonfly Posted June 17, 2017 If you're mapping for GZDoom (assuming UDMF here) you can set the brightness of each wall individually. You could easily go through the map clicking all east/west facing walls and modify their brightness. Unless your maps are HUGE I don't see it taking more than 10 mins per map. :) 0 Quote Share this post Link to post
how to delete account Posted June 17, 2017 I finished this map like day ago, and i thing this is a large improvement, in comparison to my first two wads. 2 Quote Share this post Link to post
Remilia Scarlet Posted June 17, 2017 (edited) Some more super-early screenshots for the SoTNR prequel. Edited June 17, 2017 by YukiRaven 3 Quote Share this post Link to post
Gez Posted June 17, 2017 (edited) @BonfacLooks pretty nice (and I always love the Shadowcaster textures), but why not make it for Hexen to start with? Edited June 17, 2017 by Gez 0 Quote Share this post Link to post
Zanieon Posted June 17, 2017 Working again in Main UAC Hangar, this thing was halted for like 6 months because i was busy with my main mod: 10 Quote Share this post Link to post
how to delete account Posted June 18, 2017 6 hours ago, Gez said: @BonfacLooks pretty nice (and I always love the Shadowcaster textures), but why not make it for Hexen to start with? Idk 0 Quote Share this post Link to post
Albertoni Posted June 18, 2017 @Zanieon No offense, but those red keycard textures look goofy in that context. Everything is 100% custom and awesome, but hey, here's two classical textures out of nowhere with little matching with the environment around them! Other than that, for the love of $deity, continue your work. I wanna play that so hard. 1 Quote Share this post Link to post
Bauul Posted June 18, 2017 6 hours ago, Zanieon said: Working again in Main UAC Hangar, this thing was halted for like 6 months because i was busy with my main mod: I can't help but love bright-mapped textures! What texture pack is that if you don't mind me asking? The Doom 3 set? 1 Quote Share this post Link to post
Zanieon Posted June 18, 2017 (edited) 45 minutes ago, Albertoni said: @Zanieon No offense, but those red keycard textures look goofy in that context. Everything is 100% custom and awesome, but hey, here's two classical textures out of nowhere with little matching with the environment around them! Other than that, for the love of $deity, continue your work. I wanna play that so hard. No problem, i know that it doesn't match the ambience all that perfect but it is a religion to me to keep the informative textures unchanged, keydoor textures as well switches you will see that i never change in my maps that way nobody have to get used to new visuals for those and get lost or overlook them, i sometimes add new effects to improve those but still makes sure that the classic thing will appear yet. 44 minutes ago, Bauul said: I can't help but love bright-mapped textures! What texture pack is that if you don't mind me asking? The Doom 3 set? It is a custom pack i made back in 2008, i ripped the Doom 3's Alpha Labs and few other textures on my own by the age and applied their normalmap in photoshop as a simple greyscale overlay image over them and the specular map i applied as screen, the other textures comes from the Too Much Brown texture pack from Realm667. EDIT: Except the Hextile, that texture i made on my own to give that refelctive look through alpha. Edited June 18, 2017 by Zanieon 1 Quote Share this post Link to post
Albertoni Posted June 18, 2017 5 minutes ago, Zanieon said: No problem, i know that it doesn't match the ambience all that perfect but it is a religion to me to keep the informative textures unchanged, keydoor textures as well switches you will see that i never change in my maps that way nobody have to get used to new visuals for those and get lost or overlook them, i sometimes add new effects to improve those but still makes sure that the classic thing will appear yet. I can respect that. I don't like it from a graphic perspective, but from the player's perspective? 11 out of 10, you got that part of level design down. I'd rather you made the texture more fitting, like add some detail or gradients to the metal part, or make the red part of the keycard texture bright, as if it was a lamp, along with a mild red glow on the door. Keep it recognizable, but more flashy. Sure, those are just ideas, so do as you want with them. 1 Quote Share this post Link to post
Snikle Posted June 19, 2017 Started on the outside section, won't be long now before I release a beta. 4 Quote Share this post Link to post
Remilia Scarlet Posted June 19, 2017 I've never been good at making outdoor areas, which is why I tend to avoid them. but I like how this is turning out so far. 8 Quote Share this post Link to post
Phade102 Posted June 19, 2017 1 hour ago, YukiRaven said: I've never been good at making outdoor areas, which is why I tend to avoid them. but I like how this is turning out so far. Not good at outdoor areas...? You're so full of shit. Stop lying. That looks GORGEOUS! =D 2 Quote Share this post Link to post
Remilia Scarlet Posted June 19, 2017 Well, compared to what I usually end up with :-P 0 Quote Share this post Link to post
Zanieon Posted June 19, 2017 1 hour ago, YukiRaven said: I've never been good excellent at making outdoor areas, which is why I tend to avoid them. but I like how this is turning out so far. FTFY, because good that looks like for sure, heh. 1 Quote Share this post Link to post
Phade102 Posted June 19, 2017 56 minutes ago, YukiRaven said: Well, compared to what I usually end up with :-P I really hope you still are thinking about that video series on your map design. because you're incredible. 1 Quote Share this post Link to post
Remilia Scarlet Posted June 19, 2017 I am, but I'm trying to figure out how to do it and what to include. It may be a few weeks. 0 Quote Share this post Link to post
LEX SAFONOV Posted June 19, 2017 (edited) I think it will be interesting to view) Edited June 19, 2017 by LEX SAFONOV 3 Quote Share this post Link to post
SArais Posted June 19, 2017 (edited) Right. I canned any development on any current or future maps. Zaneion, Albertoni. If you two ever want to toss the mapping shit at a whiteboard and see what sticks between the two of you in collaborative efforts, let us know. I'm curious to see what a project from both of you would look like. Just uh, y'know. Zaneion? If you're going to make a map as big as Vinur? Toss in applicably sized critters and the like. It was a good map; but perhaps bigger than it actually needed to be; and/or lacked things that took advantage of this massive scale. I'm not doing any maps solo from now on. There's better things I could be doing than spending months on a map, and getting zero feedback; or irrelevant "feedback" from those who have no intention of playing the map. If you want an extra set of hands for a map, so be it, but I'm not doing it alone. And even then; all of my maps are just conceptual pallets for everyone else to use. They're maps I want to play and had fun making; but it becomes grating after the millionth playtest, and you just wanna be done with it Edited June 19, 2017 by SArais 0 Quote Share this post Link to post
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